Fear [two-actions] Spell 1
Concentrate Emotion Fear Manipulate Mental Source Player Core pg. 331Range 30 feet;
Targets 1 creature
Defense Will;
Duration varies
You plant fear in the target; it must attempt a Will save.
Critical Success The target is unaffected.
Success The target is
frightened 1.
Failure The target is frightened 2.
Critical Failure The target is frightened 3 and
fleeing for 1 round.
Heightened (3rd) You can target up to five creatures.
Legacy Content
Transmutation Source Core Rulebook pg. 349Cast [two-actions] somatic,
verbalRange touch;
Targets 1 weapon that is unattended or wielded by you or a willing ally
Duration 1 minute
The weapon glimmers with magic and energy. The target becomes a
+1 striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two.
Concentrate Healing Manipulate Spirit Source Player Core pg. 358Range 30 feet;
Targets 1 willing creature
Duration 10 minutes
You form a spiritual link with another creature, taking in its pain. When you Cast this Spell and at the start of each of your turns, if the target is below maximum Hit Points, it regains 2 Hit Points (or the difference between its current and maximum Hit Points, if that's lower). You lose as many Hit Points as the target regained.
This is a spiritual transfer, so no effects apply that would increase the Hit Points the target regains or decrease the Hit Points you lose. This transfer also ignores any temporary Hit Points you or the target have. Since this effect doesn't involve vitality or void energy,
spirit link works even if you or the target is
undead. While the duration persists, you gain no benefit from
regeneration or
fast healing. You can Dismiss this spell, and if you're ever at 0 Hit Points,
spirit link ends automatically.
Heightened (+1) The number of Hit Points transferred each time increases by 2.